GeoModder
Deity
- Joined
- Nov 29, 2005
- Messages
- 7,512
Well, here it finally is.
There's some big holes in it like no units, civics and some other stuff, but it has about all reasonable facilities, improvements and wonders/projects (both national and global).
O yes, and I didn't wrote down the links from one tech to another here, but hopefully the context gives you a hint. I did draw up links on my paper sheet here at home though.
Suggestions are welcome.
There's some big holes in it like no units, civics and some other stuff, but it has about all reasonable facilities, improvements and wonders/projects (both national and global).
O yes, and I didn't wrote down the links from one tech to another here, but hopefully the context gives you a hint. I did draw up links on my paper sheet here at home though.
Preliminary tech tree for a Moonmod, BtS expansion
X1:
X2:
- COMPOSITES:
- FIBER OPTICS:
- ECOLOGY: Mushroom Cave (+1 )
- GENETICS:
- ROBOTICS:
X3:
- LOW-G ENGINEERING: Maintenance Bay (double healing rate for non-infantry units, units promote here)
- LUNAR NETWORKS: Network Core/Junction (+2 )
- LUNAR BACTERIOLOGY: Recycling Center?
- PHYSIOLOGY STUDIES: Sick Bay (double healing rate for infantry units)
- LUNAR MINING: Can construct mines
X4:
- LUNAR INDUSTRY: Assembly Hall (+50% construction rate)
- FUSION POWER: Tokamak Reaktor (+50% power? needs He³)
- COLONIAL ETHICS: enables resource trading
- LOW-G CONSTRUCTION: Environmental Plant (less upkeep)
- LOW-G MEDICINES: Medical Research Lab facility?
X5:
- LOW-G TACTICS: Training Grounds (+2 xp for newly trained units, units upgrade here)
- CHARTRA SELENE: Lunar Council (wonder)
- SELEPONICS (Hydroponics): Glasshouse improvement, needs waterice. Fishery Tanks facility, also needs waterice.
- TELEMETRIC OPERATIONS: Mines can increase output or +1 mines
- POWER ECONOMICS: enables power trading
- ORBITAL RECONNAISANCE: Satellite Control (with Lunar Industry)
X6:
- BIO-ENGINEERING: Surface Park Wonder (+2 in every base), needs Tungsten. Chicken Tubes (+1 ), needs Mushroom Cave
- VACUUM LOGISTICS: Eagle unit, enables "irrigation" for glasshouses further out from the base or from a waterice resource
- LUNAR CORPORATIONS: enables corporation founding
- ORBITAL CONSTRUCTION: Orbital Yard national wonder (doubles constructionrate of space-based stuff)
- GENE-MANIPULATION: Longevity Project
- MICROFUSION: starprobes, Colony on other planets/moons in Sol possible
- LAGRANGE: PlanetViewer Project, Lagrange Colony
Facilities in a nutshell:
Sick Bay
Mushroom Cave
Assembly Hall
Network Core/Junction
Maintenance Bay
Training Grounds
Chicken Tubes
Fishery Tank
Surface Park
Transport Hub
Environmental Plant
Recycling Center?
Physics Lab?
Satellite Control
Improvements in a nutshell:
Astronomy Institute
Linear Accelerator
Glasshouse
Mine
Extractor
Solar Plant
Lunar Bunker
Track (road)
Monorail/maglev line (railway)
National Wonders/Projects:
Electromagnetic launcher (for constructing intra-lunar stuff double as fast, and enables orbital unitdrops everywhere)
Research Coordination Center (+100% research output)
Orbital Yard (for constructing extra-lunar stuff double as fast)
Tokamak Reactor (+ power for all assembly halls)
Wonders:
Surface Park (+2 in every base)
Lunar Council (gives satellite view to the Council's chairman from every base that has one from whatever faction)
Longevity Project (like in SMAC)
PlanetViewer Project (gives data on extrasolar systems)
Satellite Hack (workname, gives the owner satellite data like the Council's Chairman has)
Suggestions are welcome.